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This post is part of a series of updates leading up to the launch of Double Dynamo for iOS.

Questions

Before I go into the usual progress report, I want to quickly check in with you, the reader. Yes, you! I'm writing these updates for your benefit, so if there's anything specific you'd like me to write about, please let me know! Are you curious about where the ideas for the game came from? How I designed the progression of levels? Maybe you're wondering when the release date is. Or what my work schedule is like, or what I eat for breakfast. All these and more are fair game — send me an email or leave a comment!

(I had this for breakfast.)

Previously

Last time I made a list of final fundamental changes to the basic flow of the game. In the last few days I ended up working on an item that I neglected to put on the list: high score lists. A few weeks ago I was playing Dots (which, fair warning, has a tendency to swallow up whole hours of your life), and I really appreciated the high score lists. I particularly liked your own list that lets you compare yourself against your past performance. For now, Double Dynamo's lists are only for tracking your own progress, but eventually you'll be able to compare your scores with friends on Game Center and Facebook, and with the entire player base.

Along the way I ran into some problems with the JSON library I'm using, rapidjson, and spent a little extra time working around them. Unforeseen setbacks like these are part of the reason it usually takes longer than expected to build software products. It's humbling to be reminded that my projects are no exception!

What's Next?

As I mentioned previously, each stage of difficulty in Double Dynamo is broken up into 3 or 4 waves. The next change involves creating a new requirement for advancement: rather than playing through all the waves in a stage regardless of performance, the player will need to pass a certain threshold on each wave before moving on to the next. This will facilitate faster skill acquisition and a fairer and more meaningful experience of advancement. Following that, I'll be adding clearer notifications of unlocks and achievements, a set of harder stages, and finally some increased variability in scoring.

And that's the news. Don't forget to send me your questions and I'll do my best to answer them!

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